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Druid Circles

Circle of the Beast


Circle of the Beast druids share a deep love and respect for
the beasts of the wild. When initiating into the circle, they
bond with a life-long animal companion. Their companions
are often an extension of themselves as well as their physical
and emotional connection to nature.

Animal Companion

When you choose this circle at 2nd level, you gain a beast
companion that accompanies you on your adventures and is
trained to fight alongside you. Choose a beast that is no
larger than Medium and that has a challenge rating of 1/4 or
lower. Add your proficiency bonus to the beasts AC, attack
rolls, and damage rolls, as well as to any skills and saving
throws it is proficient in. Its hit point maximum is equal to its
normal maximum plus four times your druid level. It gains a
number of hit dice equal to your druid level appropriate for its
size (see the Hit Dice by Size table in the Monster Manual),
which you can choose to spend during a short rest to heal it.
It regains these hit dice when you take a long rest.
The beast obeys your commands as best as it can. It takes
its turn on your initiative, though it doesnt take an action
unless you command it to. On your turn, you can verbally
command the beast where to move (no action required by
you). You can use a bonus action to verbally command it to
take the Attack, Dash, Disengage, Dodge, or Help action. If
you are incapacitated, the beast will do its best to defend you
and itself from hostile creatures, but otherwise takes no
actions.
Your companion is considered to be trained to accept you
as rider and may be controlled by you when mounted in
combat.
If the beast dies, you can obtain another one by spending 8
hours magically bonding with another beast that isnt hostile
to you, either the same type of beast as before or a different
one.

Nature's Bond

When you gain your animal companion at 2nd level, you can
cast the spell beast bond on it as a ritual. At 3rd level, you can
cast beast sense. You do not need to have these spells
prepared to cast them as rituals on your animal companion.
Additionally, at 5th level, your bond to your companion
allows you cast revivify on it. You always have this spell
prepared and it does not count against the number of spells
you can have prepared each day. This spell has no effect if
cast on a creature other than your animal companion.

Natural Selection

At 10th level, your animal companion gains one of the


following traits, if it doesn't have it already. If your companion
dies and you bond with a new one, you may select a different
trait for it.
Darkvision. Your companion gains darkvision 60ft.
Burrow Speed. Your companion gains a burrow speed of
10ft.
Resistance. Choose acid, cold, fire, lightning, necrotic, or
poison. Your companion gains resistance to the selected
damage type.
Pack Tactics. Your companion gains advantage on an
attack roll against a creature if at least one of your allies is
within 5 feet of the creature and the ally isn't incapacitated.
Relentless. If your companion takes your druid level or
less damage that would reduce it to 0 hit points, it is reduced
to 1 hit point instead. This can only be used once and
recharges on a short or long rest.
Rampage. When your companion reduces a creature to 0
hit points with an attack on its turn, it can move up to half its
speed and make a single attack.
Pounce. If your companion moves at least 20 feet straight
toward a creature and hits it with a melee attack on the same
turn, the creature must make a DC 13 Strength saving throw
or be knocked prone. If the target is prone, your companion
can make a single melee attack against it.

Fight As One

When you reach 14th level, when you cast a spell or make an
attack, your companion can make an attack against a
creature targeted by that spell or attack as a part of that
action.
In addition, when you and your companion can see each
other, you gain advantage on saving throws to resist or
overcome being charmed or frightened.

Credits
Art by Eva Widermann
PHB-style Homebrew Template
by stolksdorf

Companion Wild Shape

Starting at 6th level, you may touch your companion to use


your Wild Shape to shape shift it. Your companion
transforms into the form of your choosing. You may choose
any form that obeys the druid Wild Shape limitations or to
enhance its current form as if it were under the effects of
enlarge. Your companion follows the rules for Wild Shape
while it is transformed. You must concentrate to maintain
your animal companion's enhanced form. If your
concentration is broken, your companion immediately reverts
back to its original form. You cannot Wild Shape while your
companion is transformed.
PART I | CLASSES

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